Difference between revisions of "Dialogues"

From gdp3
Jump to: navigation, search
Line 13: Line 13:
  
 
This pattern is a still a stub.
 
This pattern is a still a stub.
 +
 +
Note: ''Many of the patterns concerning dialogues were first identified in the research reported in chapter 3 of the PhD thesis ''Steps Towards Creating Socially Competent Game Characters''<ref name="brusk"/> by Jenny Brusk. This thesis also describes how to model dialogues in Harel statecharts.''
  
 
=== Examples ===
 
=== Examples ===
Line 54: Line 56:
  
 
== Relations ==
 
== Relations ==
 +
[[Mules]]
 +
[[Non-Player Characters]]
 +
[[Game State Indicators]]
 +
[[Companions]]
 +
[[Detective Structures]]
 +
[[Information Passing]]
 +
[[Gossip]]
 +
[[Character Dialogues]]
 +
[[Ephemeral Goals]]
 +
[[Quests]]
 +
[[Environmental Storytelling]]
 +
[[Inaccessible Areas]]
 +
[[Switches]]
 +
[[Clues]]
 +
[[Helpers]]
  
 
=== Can Instantiate ===
 
=== Can Instantiate ===
Line 73: Line 90:
  
 
== References ==
 
== References ==
-
+
<references>
 +
<ref name="brusk">Brusk, J. 2014. ''[https://gupea.ub.gu.se/handle/2077/34774?locale=en Steps Towards Creating Socially Competent Game Characters]''. Doctoral thesis, University of Gothenburg, Sweden.</ref>
 +
</references>

Revision as of 08:43, 27 June 2014

[[Category:To be Published]]

Diegetic conversations controlled by a game systems.

This pattern is a still a stub.

Note: Many of the patterns concerning dialogues were first identified in the research reported in chapter 3 of the PhD thesis Steps Towards Creating Socially Competent Game Characters[1] by Jenny Brusk. This thesis also describes how to model dialogues in Harel statecharts.

Examples

Using the pattern

Indirect information

Performative Utterances

Ambiguous Responses

Detective Structures

Information Passing

Outspoken Support Requesting Support Incremental Dialogue Processing Chunk-based Dialogue Processing Single-Initiative Dialogues Mixed Initiative Dialogues Basic Input Feedback Canned Text Responses Thematically Consistent Dialogues Context Dependent Dialogues Contextualized Conversational Responses Gameplay Integrated Conversations Location-Specific Dialogues Character-Specific Dialogues Colloquial Mastery Delicate Phrasing

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Mules Non-Player Characters Game State Indicators Companions Detective Structures Information Passing Gossip Character Dialogues Ephemeral Goals Quests Environmental Storytelling Inaccessible Areas Switches Clues Helpers

Can Instantiate

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

  1. Brusk, J. 2014. Steps Towards Creating Socially Competent Game Characters. Doctoral thesis, University of Gothenburg, Sweden.